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Arcade › Cardboard Corner
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Susanna built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Cardboard Corner yet. Play it, then tell Susanna what you would add next.
Cardboard Corner was built by Susanna with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix Cardboard Corner opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Create a playable first-person 3D shop-management game titled “Cardboard Corner,” set inside a small cozy card-and-gift shop. Use a Three.js-like WebGL presentation with a perspective FPS camera at about eye height, mouse/touch look controls, WASD-style movement, jumping, and interaction by clicking/tapping the object under the centered crosshair or pressing E. The player walks around a compact rectangular shop: a blue-gray floor, dark blue back and side walls, and a bright storefront at the far end with a dark frame, two warm yellow glowing display windows, a cyan glass door, and a green OPEN sign made from block letters. Light the room brightly with soft ambient daylight, shadows, and a pale blue atmosphere/fog. Place a wooden checkout counter across the middle/front of the room, with a lighter wood countertop and a small dark card reader on top. Add a desk with a computer monitor, keyboard, and office chair in the back-left corner. Put boxed/bagged merchandise or shelving along the back wall. On the checkout counter, visibly place three colorful sellable items: a pink “Galaxy Pack,” a mint-green “Mint Mug,” and a blue “Retro Pack.” They should be recognizable simple low-poly/cardboard-like objects, with pack strip details and a light rim/detail on the mug. The core loop is scanning items and completing customer checkouts. A simple low-poly customer stand-in waits near the counter: orange capsule-like body, peach spherical head, and brown hair cap. Aim at a pack or mug within interaction range and click/tap or press E to scan it; each scanned item is marked sold, added to a running checkout total, and shows a toast such as “Galaxy Pack scanned.” Aim at the computer/sales PC and interact to process the current total: if the total is greater than zero, add the total to cash, increment successful checkouts, subtract 4 energy, clear the total, reset the three items for the next customer, and show “Sale processed — customer happy!” If no item has been scanned, show “Tap a pack or mug first.” The card reader can be targeted and should show a “Reader ready — scan items” message, but it does not itself complete the sale. Overlay a fixed, polished dark navy HUD with rounded panels, blue borders, subtle shadows, and pale blue typography. At top-left show CASH with initial value $492.22, ENERGY with initial value 82 and a green-to-yellow horizontal energy bar, and SHOP LV 4/5. At top-right show a day/time clock and “Open • Cardboard Corner”; the simulated day clock advances faster than real time (the implementation advances game time at 2x). Show a left-side PENDING DELIVERY panel saying “New booster boxes arrive in” with a countdown initially around 02:14 (the running code uses roughly 134 seconds), plus clickable blue lightning buttons labeled “+30s” and “+2m”; clicking either speeds up the delivery countdown by subtracting 30 or 120 seconds and displays “Delivery sped up.” Show a right-side DAILY OBJECTIVE panel reading “Successful checkout for 0/5 customers” (the counter updates with sales), with a yellow “Claim Reward” button and a muted “Leave” button. Claim Reward only succeeds once at least five customers have been checked out, adding $75 and displaying “Reward claimed +$75”; otherwise display “Serve 5 customers first.” Leave does not exit the game and displays “The shop stays open — keep serving!” Keep a small centered crosshair, a bottom-center contextual interaction prompt that appears only when the crosshair is over a nearby interactable (for example “Tap to scan item,” “Tap to open PC,” or “Checkout total”), a running “Total 0” label near the checkout area, and temporary rounded toast notifications near the upper center. Maintain the state variables cash, energy, completed checkouts, current total, delivery countdown, and day time. The aesthetic should be clean, friendly, slightly stylized low-poly retail simulation: dark navy UI contrasted against a light blue environment, warm wood and yellow storefront lighting, simple geometric characters and products, and readable large HUD text. Do not add combat, enemies, inventory screens, or mechanics beyond walking, scanning, checkout, delivery boosts, and the daily reward.